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I have confirmed the compiler should support this, because running "smcs.exe" in the Unity installation lists "-checked" as an option. I have...
Sorry, disregard: The Texture2D has to be passed as ID3D11ShaderResourceView created from the ID3D11Texture2D, and then it works fine.
I create a texture in D3D11 on the rendering thread with the following code. (Verified the creation works and the result texture pointer is...
(Please delete this thread, as the issue has been resolved as a stupid failure on my part.)
I have all of the Unity defaults in the input manager, and I added additional Horizonal/Vertical entries for my gamepad's D-pad (Xbox 360...
Why do you even care? If the beta is good enough to release a game, then release it, and if it's not, then don't. Taking the word "beta" off of it...
I'd rather them not be implementing new features at this point, because every new feature comes with new bugs. 4.6 needs to occur at *some* point.
Having everything be virtual would be nice, but even if they don't, when they do release it they will put the source code out, so you could just...
I doubt Bill Gates would even be aware of this forum's existence if he owned UT. Even if he gave a crap (which I would not be willing to grant),...
You'd probably have to profile it to figure out which functions are actually taking up the bulk of the time to figure out what's going on. There...
Uh...you do it in the inspector. Set the X/Y/Z value. Are you not using a world canvas? If you're using an overlay or camera canvas...it's already...
CEO or not, it's still an attention-seeking troll. Leave it alone. Also, any chucklehead who's done a little paperwork can be a CEO. It's a...
I feel like one of the best pieces of evidence in favour of the truth of Joachim's statement is the statement's existence. In other words, what...
Why can't you center your canvas at the origin? That's what I do with mine.
You can do Canvas.ForceUpdateCanvases: Expensive, but immediate, and all stuff will be correct right after the call.
I dragged it onto the onClick handlers of some buttons to set the functions as persistent delegates.
A function in the ScriptableObject/MonoBehaviour is being called from play-mode space (i.e., not editor code) to increment or print both the...
I just remember some Unity documentation/posts referring to the "play mode side of the wall" as the C++ space, as in Unity internal space. It's...
It's just so weird. If Unity were serializing the SO instances going into C++ space for play mode, that means for the values to propagate back to...
You're not understanding. Try this yourself: Make a ScriptableObject that has "public int x" and (private) "int y". Create an asset out of it....